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Found 3 results

  1. Version 4.0.0


    Operation Golden Eagle Combat Power: 3x Jeep Recon Platoons (C SQDN) 3x Tank PLT (B CO, Shotkal) 1x MECH PLT (B CO, M113) 2x 81mm Mortars 4x 120mm Mortars I. SITUATION a. Enemy. An enemy Mechanized Infantry Company is established in a defense-in-depth surrounding the villages of Nangar and Zarga. They have established forward defensive positions near the town of Nangar with an Anti-Tank Gun Platoon supported by light infantry. Further to the south we have detected a mechanized infantry company of BMP-1s, supported with a Platoon of T-55 tanks in a deliberate defense near the village of Zarga. b. Friendly forces consists of two companies: C Squadron is a light reconnaissance company currently positioned to the north. They are equipped with fast attack vehicles (jeeps with 50caliber machine guns) and scout teams. B CO, our tank company is equipped with 3x Platoons of Centurion tanks (Shot’Kal) and supported by a Platoon of M113s and infantry squads, as well as 4x mortar carriers and a support element (Medical, Resupply, and repair) II. MISSION. Attack to destroy enemy mechanized forces between Phase Line Silver and Phase Line Bronze. III. EXECUTION a. Concept: C SQDN (Recon) will conduct a recon in force to clear the enemy anti-tank position from Nangar, then pass B CO to destroy enemy armor between OBJ SILVER and BRONZE. b. Commander Intent Key Tasks 1. Clear the Anti-Tank Position (C Squadron) 2. Destroy enemy armor between PL SILVER/PL BRONZE Fires – Organic Assets B CO= 4x Tubes of 120mm C SQDN = 2x Tubes of 81mm IV. SERVICE Medical, supply, and repair are all organically organized to B CO. C SQDN has been resupplied in the last 12 hours and their trains are currently resupplying in the rear. V. SIGNALS Friendly ID: On Map Updates: Enabled Overhead View: On
  2. Version 2.0.0


    Early Cold War 50s/60 "Somewhere in Germany" "A few days into WW3" Small Coop / Large Single Player. Recommended for Experienced Players. Needs roughly 30-40% map time. Difficult Sections of this scenario will affect Average & Lower end systems where FPS will drop to 10-15. (This is a non combat situation though) ssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssss Scenario Summary: Take on the Warsaw Pact in 1950s “East Germany” in World War 3 Pre Nuclear scenario. For Single player use: Play as a Multiplayer session with yourself as host and pick player "Blue side." Pick the T31 callsign. Scenario Briefing: OPORD Operation MUPPET 18-09-1955 17:00Z – 18:00 Local Time 1. SITUATION: A. ENEMY FORCES: 1. S2 Intelligence estimates you will encounter a Reinforced Tank Company in prepared positions with Light Artillery and Light Air Support probable. 2. Enemy defensive capability is limited to damaged equipment collected from previous offensives in this area. Reconnaissance has identified a reserve soviet tank unit in the enemy's rear which is road marching into the area and might be deployed in reaction to any friendly force advance. There is a high likelihood of this happening. Enemy is currently adopting an offensive posture and has been attacking since dawn this morning, as part of this offensive they have used chemical agents as marked by the GREEN area (vicinity 69 northing and 30 easting) Enemy is not likely to withdraw or delay as they are currently on the offensive. 3. Enemy's Most Likely Course Of Action is an attack in full force from Objective MISS PIGGY westwards into friendly lines. 4. Enemy's Most Dangerous Course Of Action: As point 3. B. FRIENDLY FORCES: Friendly Forces in this operation will consist of Task Force 31, consisting of your Sho't Kal Tank Platoon, an M113AS4 Infantry Platoon. And 1st line CSS assets. 1. Higher's Mission & Intent: Ajax Squadron has been pretty well wiped out, only 3 vehicles made it back and they're all busted up in some way, Badger Squadron is taking over the fight and your troop is being used to plug any gaps we might have. 2. Adjacent Units: To the north is 5th RTR, to the south is 3rd RTR to our rear is 62nd Panzer Battalion ready to act as a Reserve. C. SUPPORT UNITS: 1. Artillery: Access is granted to the following artillery assets: 4 x 2S9 Nona 120mm SPM Battery with HE & Smoke - 25lbr battery Proxy 4 x 2S9 Nona 120mm SPM Battery with HE & Smoke - 25lbr battery Proxy 4 x 2S9 Nona 120mm SPM Battery with HE & Smoke - 25lbr battery Proxy 4 x 2S9 Nona 120mm SPM Battery with HE & Smoke - 25lbr battery Proxy 2. Aviation: Air parity is questionable, you may get air support later, but as of now, No air support is available at this time. D. Civil/Terrain considerations. NATO and WARPAC forces are in a state of WAR, Unnecessary killing of Non Combatant Civilians and destruction of civilian property is to be avoided if possible. Civilian convoys of refugee are present in the area, these are NOT to be fired upon unless posing a direct threat to friendly forces. 2. MISSION: Task Force 31 is to conduct a hasty attack on the enemy units defending Objectives MISS PIGGY, KERMIT & GONZO the Terrain Objective is for orientation purposes only. Primary objective is the destruction of enemy defending units with minimum casualties. Destruction of enemy command posts, artillery, logistics, or air defence units should be considered a secondary objective. 3. EXECUTION: Task Force 31 will operate in the zone defined by the following Phase lines. Left and right boundaries are shown as Phase Lines BUNSEN and BEAKER. Jump off point is defined as Phase Line FOZZIE BEAR, and the limit of advance is shown as Phase Line ROWLF. A. Commander's intent: Repulse enemy attack on own line by Badger Squadron with assistance from elements of Cyclops Squadron (Task Force 31) 1. Center of gravity: is likely to be Engagement Area (EA) BIG BIRD, Priority of fires are to be in this area. 2. Critical vulnerability: The area south of hill 329 is lightly held. 3. Exploitation plan: Bypass Hill 329 to th south and hit the Soviet Southern Flank as they attack into EA Big Bird. 4. Desired Endstate: Soviet Attack Repulsed with minimal casualties. Objectives MISS PIGGY KERMIT & GONZO cleared of all enemy forces. B. Concept of the Operations: 1. Scheme of Manoeuvre: Up to you, as you are the Task force Leader. 2. Fire Support Plan: You have priority of fires. Liaise with G10A with any fire mission requests. C. Tasks: Attack the enemy defending Objectives MISS PIGGY, KERMIT & GONZO D. Coordinating Instructions: 2nd Squadron will hold Devils Dyke laying fires into EA BIG BIRD, Friendly Infantry are dug in on the main ridge line running north south at this position. 4. SUPPLY AND SUSTAINMENT A. Enemy POW's are to be left in place or directed to a holding area* Casevac to be handled by own CSS assets. *Stay where they are or move as a group under script control. B. Regiment command has set up a replenishment point in the vicinity of “Bismark”. Task Force 31 will secure Class I, III,and V supplies at this location. (Your Tanks have a full Main Gun ammo load, and about 80% MG ammo, You have Low Fuel Levels) 5. SIGNALS: A. Signal 1. Primary -28.250 2. Alternate -28.350 3. Contingency -28.450 4. Emergency -28.750 B. Command 1. Location of Key Leaders: Command Post Able (Sunray Sunray Minor & Shelldrake) 2. Succession of Command: T31 > T31A > I11A > T31B > T31C (If present) End of Briefing. Scenario specific changes / mods: Engines and Tracks repair after 15mins "Field Bodges" / "Short Tracking" If the Tracks are short tracked in this manner suspension is damaged to reflect being short tracked. Each Combat vehicle (T31 & I11 platoon) has vehicle has 2 "Extra lives" (identified by "-" suffix) I.E. T31 has T31-a & T31-b T31A has T31A-a & T31A-b etc So if you lose: T31, T31-a & T31-b, you won't get another T31 callsign and will be reduced by one vehicle.
  3. Valleyboy


    Version 1.0.2


    Playable as Blue Side Only -- This mission is the walk-the-talk portion of a Wiki article on using WERM and visual ranging, with this mission specfically highlighting the gill flaps on the T-64 that historically created ambiguity for gunners and commanders when ranging in poor visual conditions in the era before laser rangefinding. In this scenario, you will be the gunner on 1-2 Sho't Kal tanks, using WERM in conjunction with your own experience and practice to hit incoming enemy tanks under challenging visual conditions. Most of these targets will be T-64A's on the move, giving the user the chance to experience that "range-disruption" effect of the gill flaps first-hand. This is a firing range scenario, so these tanks will not be shooting back. There are two firing position options, both of which can be activated, as well as a bonus round that can be enabled for additional practice and variety. Feedback, bug reports, and anything else (Do you like it? If not, why? How can I improve or iterate this? Want a sequel?) is welcomed, this is my first file here and more will be coming in a similar vein, for a tutorial or "Practice X skill or System" perspective. Thank you!
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